f37381ea8a
Removes synchronization from sending packets Makes normal packet sends no longer need to be wrapped and queued like it use to work. Adds more packet queue immunities on top of keep alive to let the following scenarios go out without delay: - Keep Alive - Chat - Kick - All of the packets during the Player Joined World event Hoping that latter one helps join timeout issues more too for slow connections. Removes processing packet queue off of main thread - for the few cases where it is allowed, order is not necessary nor should it even be happening concurrently in first place (handshaking/login/status) Ensures packets sent asynchronously are dispatched on main thread This helps ensure safety for ProtocolLib as packet listeners are commonly accessing world state. This will allow you to schedule a packet to be sent async, but itll be dispatched sync for packet listeners to process. This should solve some deadlock risks This may provide a decent performance improvement because thread synchronization incurs a cache reset so by avoiding ever entering a synchronized block, we get to avoid that, and packet sending is a really hot activity.
62 Zeilen
2.3 KiB
Diff
62 Zeilen
2.3 KiB
Diff
From c3224481d028cf472836c79ccfcba95e70979901 Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Tue, 21 Apr 2020 03:51:53 -0400
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Subject: [PATCH] Allow multiple callbacks to schedule for Callback Executor
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ChunkMapDistance polls multiple entries for pendingChunkUpdates
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Each of these have the potential to move a chunk in and out of
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"Loaded" state, which will result in multiple callbacks being
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needed within a single tick of ChunkMapDistance
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Use an ArrayDeque to store this Queue
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We make sure to also implement a pattern that is recursion safe too.
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diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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index ea0086ceb64..bdf835397aa 100644
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--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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@@ -87,24 +87,32 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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public final CallbackExecutor callbackExecutor = new CallbackExecutor();
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public static final class CallbackExecutor implements java.util.concurrent.Executor, Runnable {
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- private Runnable queued;
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+ // Paper start - replace impl with recursive safe multi entry queue
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+ // it's possible to schedule multiple tasks currently, so it's vital we change this impl
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+ // If we recurse into the executor again, we will append to another queue, ensuring task order consistency
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+ private java.util.ArrayDeque<Runnable> queued = new java.util.ArrayDeque<>();
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@Override
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public void execute(Runnable runnable) {
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- if (queued != null) {
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- throw new IllegalStateException("Already queued");
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+ if (queued == null) {
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+ queued = new java.util.ArrayDeque<>();
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}
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- queued = runnable;
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+ queued.add(runnable);
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}
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@Override
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public void run() {
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- Runnable task = queued;
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+ if (queued == null) {
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+ return;
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+ }
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+ java.util.ArrayDeque<Runnable> queue = queued;
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queued = null;
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- if (task != null) {
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+ Runnable task;
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+ while ((task = queue.pollFirst()) != null) {
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task.run();
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}
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}
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+ // Paper end
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};
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// CraftBukkit end
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--
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2.26.2
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